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Written by one of the top game designers in the world, The Art of Game Design presents 116 sets of questions, or lenses, for examining the design of a game, covering various fields such as psychology,...

Written by one of the top game designers in the world, The Art of Game Design presents 116 sets of questions, or lenses, for examining the design of a game, covering various fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology.

This special anniversary...

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Description

Description

Written by one of the top game designers in the world, The Art of Game Design presents 116 sets of questions, or lenses, for examining the design of a game, covering various fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology.

This special anniversary edition of the award-winning Game Developer Front Line Award book:

  • Describes the deeper and more fundamental principles of game design.
  • Demonstrates how the tactics used in board games, card games, and sports games apply to top video games as well.
  • Includes a new chapter on best practices in virtual and augmented reality games.
  • Contains over a hundred color illustrations, one for each lens.
  • Shares with the reader the valuable insights of Jesse Schell, former president of the International Game Developers Association and distinguished professor of entertainment technology at Carnegie Mellon University.

Contents:

  • In the beginning, there is the designer
  • The designer creates an experience
  • The experience takes place in a location
  • The experience arises from a game
  • The game consists of elements
  • The elements support a theme
  • The game begins with an idea
  • The game improves through iteration
  • The game is made for a player
  • The experience lies in the mind of the player
  • The mind of the player is driven by their motivation
  • Some elements pertain to the mechanics
  • The mechanics of the game must be balanced
  • The mechanics of the game support puzzles
  • Players play games through an interface
  • Experiences can be judged by interest curves
  • One kind of experience is the story
  • The structures of stories and games can be skillfully merged with indirect control
  • Stories and games take place in worlds
  • Worlds contain characters
  • Worlds contain spaces
  • Some interfaces create a sense of presence
  • The appearance and feel of a world is defined by its aesthetics
  • Some games are played with other players
  • Other players sometimes form communities
  • The designer typically collaborates with a team
  • The team sometimes communicates through documents
  • Good games are created through playtesting
  • The team makes a game using technology
  • Your game will likely have a client
  • The designer promotes
  • The designer and the client want the game to be profitable
  • Games transform their players
  • Designers have certain responsibilities
  • Every designer has a purpose

Manufacturer

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Specifications

Specifications

Publisher
Kleidarithmos
Original Title
The Art of Game Design: A Book of Lenses, Third Edition
Type
Technology, Computers - Informatics
Language
Greek
Subtitle
-
Cover
Soft
Number of Pages
768
Release Date
6/2024
Publication Date
2024
Dimensions
17x24 cm
ISBN-13
9789606455247

Important information

Specifications are collected from official manufacturer websites. Please verify the specifications before proceeding with your final purchase. If you notice any problem you can report it here.

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Description & Specifications

Written by one of the top game designers in the world, The Art of Game Design presents 116 sets of questions, or lenses, for examining the design of a game, covering various fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology.

This special anniversary edition of the award-winning Game Developer Front Line Award book:

  • Describes the deeper and more fundamental principles of game design.
  • Demonstrates how the tactics used in board games, card games, and sports games apply to top video games as well.
  • Includes a new chapter on best practices in virtual and augmented reality games.
  • Contains over a hundred color illustrations, one for each lens.
  • Shares with the reader the valuable insights of Jesse Schell, former president of the International Game Developers Association and distinguished professor of entertainment technology at Carnegie Mellon University.

Contents:

  • In the beginning, there is the designer
  • The designer creates an experience
  • The experience takes place in a location
  • The experience arises from a game
  • The game consists of elements
  • The elements support a theme
  • The game begins with an idea
  • The game improves through iteration
  • The game is made for a player
  • The experience lies in the mind of the player
  • The mind of the player is driven by their motivation
  • Some elements pertain to the mechanics
  • The mechanics of the game must be balanced
  • The mechanics of the game support puzzles
  • Players play games through an interface
  • Experiences can be judged by interest curves
  • One kind of experience is the story
  • The structures of stories and games can be skillfully merged with indirect control
  • Stories and games take place in worlds
  • Worlds contain characters
  • Worlds contain spaces
  • Some interfaces create a sense of presence
  • The appearance and feel of a world is defined by its aesthetics
  • Some games are played with other players
  • Other players sometimes form communities
  • The designer typically collaborates with a team
  • The team sometimes communicates through documents
  • Good games are created through playtesting
  • The team makes a game using technology
  • Your game will likely have a client
  • The designer promotes
  • The designer and the client want the game to be profitable
  • Games transform their players
  • Designers have certain responsibilities
  • Every designer has a purpose

Manufacturer

Publisher
Kleidarithmos
Original Title
The Art of Game Design: A Book of Lenses, Third Edition
Type
Technology, Computers - Informatics
Language
Greek
Subtitle
-
Cover
Soft
Number of Pages
768
Release Date
6/2024
Publication Date
2024
Dimensions
17x24 cm
ISBN-13
9789606455247

Important information

Specifications are collected from official manufacturer websites. Please verify the specifications before proceeding with your final purchase. If you notice any problem you can report it here.

Reviews (1)

  1. 1
  2. 4 stars
    0
  3. 3 stars
    0
  4. 2 stars
    0
  5. 1 star
    0
Review this product
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